Wednesday, 27 May 2015

The Kralorelans on the Steppe

The Kralorelans

What the histories and other sources tell us

Guardians of Day and Night, Han Dynasty.jpg
Defenders against evil spirits
Before the reign of Godunya
A variety of perverts and heretics are sent beyond the borders into the outer wilds, where their inner demonic selves take control of their apparently human forms.  These are later joined by some of those who fled the Balancing, and even later by those who were sent into exile beyond the Iron Forts.
Some returned to trade at the Iron Forts, and continued to have great influence with the bestial Ignorants to the north.

1051       One of the demonic cities of Pent spills demons, ghouls, and the Huan To onto the steppe.

During the Reign of Godunya
1120       Godunya's reign begins.  All is sweetness and joy.
1250       Agartu Say invades Boshan, but is enslaved.
1352       Agartu Say, now a follower of Zho Lath Ey, achieves Illumination.  
               He adopts the name Sheng Seleris.
1356-62                Sheng raids through the Iron Forts into Kralorela
1363       Sheng conquers Puchai and raids much of Kralorela in the next decade.
-1460     Seleran Empire.  Many of our people are brought onto the steppes to guard lines of
                communication and to act as infantry and artillery crew in the invasion of the West.
1461-4   Pentans driven out of Lunar lands.
1503       Pentans returned to Oraya
1506       Nights of Horror.  The Redlands are abandoned to the Lunars. 

What we can know from these histories and our other sources
Kralorelan ignorance of what lies beyond their borders is endemic, and the presence of all save a few exiles and traders on the steppes appears to date solely from the Seleran Empire.  Those who are here now are, effectively, permanent exiles, since as those born beyond the Empire they are of no interest to it.

Their Culture
In its entirety, Puchai-in-Pent!  Many of those who are accounted dead by official Kralorelan documents were actually resettled on the steppes.
  
Their Religious Traditions
Disconnected from the True Imperial Draconic Reverence of Kralorela, familiar names have been applied to animistic spirits discovered on the steppe.

Si shen yun qi Painting form Liu Fa tomb.jpg
Kargzant, the Solar Dragon


The Path of the Dragon Tradition (Dragon)

Mythos and History
When the happy inhabitants of the glorious Empire were decimated and the survivors enslaved, they found themselves in a land without the benefit of the Emperors, and with less draconic influence and presence than they were used to.  Bewildered, and magically impoverished, they met the spirits of the steppes, and discovered that some had mastery of the land, some had draconic powers, and others resembled the Little Mandarins from home. They were eagerly embraced as another means of survival.
Nature of the Cult
The dominant path for all Kralorelan descended males on the steppe.
Depiction
Dragons, accompanied by their (Kralorelan) runes and symbols of their powers.
Particular Likes and Dislikes
Likes anything Kralorelan, dislikes anything of Ignorance.
Cult Organization and Holy Places
Absolute rigidity of hierarchy and practice typify the path.  Senior shamans command the complete obedience of their juniors, and they in turn command their followers.  Only rulers can command shamans, and most have the wisdom to consult before issuing commands.
Holy Days
At the whim of the most powerful local shaman.

The Kargzant Spirit Society (Sun, Dragon)
The Spirits of the Society are not to be lightly used, since they are of the Sky Herd closest to Kargzant himself.  Leaders usually leave them untouched if other powers may accomplish the task.

Imperial Sun Spirits (Sun) – These spirits can blaze with the brightness of the noonday sun, and can be released to drive off lesser solar powers.  They are the sign of the true Exarch.
The taboo is Never Refuse A Challenge

Slaver-Chaser Spirits (Sun) – These spirits can be used to chase off Slavers, to break their bonds – be they physical or magical, and to exorcise possessing spirits.
The taboo is Never Submit To A Foreigner

Dragon Horse Spirits (Dragon) – These spirits can strengthen a mount in every physical way, can defend it against magic, and can act to appease a draconic being.
The taboo is Always Care For Your Mount’s Needs Before Your Own

  
The Path of the Dragon Tradition
To join the Tradition, you must first have a Dragon Rune.
For game purposes, any hero with a Dragon Rune can join the Tradition at the same rating as their Dragon Rune. Simply add Path of the Dragon Tradition (Dragon) keyword after the Dragon Rune.
When joining the Tradition, you receive a number of charms, as described in the HeroQuest core rules (page 112). Charms of the Tradition are chosen from amongst the spirits of the Spirit Societies present in the clan.

Dragon Speakers – Path of the Dragon Shamans
After decades of experience, a worshipper with a Tradition rating of 11W or higher can become a Dragon Speaker, a shaman of the Dragons.
The Seeker’s Test requires that the candidate offer themselves as a sacrifice to the Dragon they follow.  If they are not consumed, they discover their Dragon Self.

The Fetch
The Dragon Self manifests as a scaled version of the shaman.   The Dragon Self performs all the functions of a fetch (cf. HeroQuest pg. 114)

Spirits of Reprisal
The apostate will appear both vulnerable and desirable to any spirit encountered.

Tradition Spirits
                                                                Kralorelan Names
Imperial Sun                                            Kargzant
Leader                                                     Shavaya
Elder                                                        Tan Gat Ha
Warrior                                                     Vayobi
Founder                                                  Heen Maroun
Polestar                                                  Vashanti                                             
Hawk                                                       Yanoor
Speaker to Walkers                                 Daruda
Path Finder                                              Metsyla
Foresight & Death Talker                       Mikaday



The Path of the Earth Tradition (Earth)

Mythos and History
When the happy inhabitants of the glorious Empire were decimated and the survivors enslaved, they found themselves in a land without the benefit of the Emperors, and with less draconic influence and presence than they were used to.  Bewildered, and magically impoverished, they met the spirits of the steppes, and discovered that some had mastery of the land, some had draconic powers, and others resembled the Little Mandarins from home. They were eagerly embraced as another means of survival.
Nature of the Cult
The dominant path for all Kralorelan descended females on the steppe.
Depiction
Dragons, accompanied by their (Kralorelan) runes and symbols of their powers.
Particular Likes and Dislikes
Likes anything Kralorelan, dislikes anything of Ignorance.
Cult Organization and Holy Places
Senior shamans command the rather-less-than-complete obedience of their juniors, and they in turn advise their followers.  Only rulers can command shamans, and most have the wisdom to consult before issuing commands.
Holy Days
At the whim of the most powerful local shaman.

Halisayan Of All The Earth (Earth, Mastery)
She is the keeper of all the riches that can be discovered in Pent.

Humility Spirits (Mastery) – These may be used to boost virtues that are regarded as suitable for a Kralorelan wife and/or mother, and to remove pride from those who suffer from it.  They can be used to shame a husband by demonstrating his wife’s obedient nature.

Earth Spirits (Earth) – These can assist in farming and foraging, and in making pottery.  They may be released to combat spirits associated with other elements.


The Path of the Earth Tradition
To join the Tradition, you must first have an Earth Rune.
For game purposes, any hero with an Earth Rune can join the Tradition at the same rating as their Earth Rune. Simply add Path of the Earth Tradition (Earth) keyword after the Earth Rune.
When joining the Tradition, you receive a number of charms, as described in the HeroQuest core rules (page 112). Charms of the Tradition are chosen from amongst the spirits of the Spirit Societies present in the clan.

Earth Voices – Path of the Earth Shamans
After decades of experience, a worshipper with a Tradition rating of 11W or higher can become an Earth Voice, a shaman of the Dragons.
The Seeker’s Test requires that the candidate be buried for a day and a night in a remote place and left without company, with only their face uncovered.  If they live and dig themselves out, they uncover their Earth Heart.

The Fetch
The Earth Heart manifests as a misty brown pig, sacrificed and bleeding from its cut throat, yet mobile.   The Earth Heart performs all the functions of a fetch (cf. HeroQuest pg. 114)

Spirits of Reprisal
Ruqun han.jpg
The Court of Halisayan
The apostate loses any ability to care for the Earth.

Tradition Spirits
                                                                Kralorelan Names
First Wife                                               Halisayan
Earth Mother                                          Krala
Teacher                                                   Miyo



The Path of Hell Tradition (Disorder)

Mythos and History
When the happy inhabitants of the glorious Empire were decimated and the survivors enslaved, they found themselves in a land without the benefit of the Emperors, and with less draconic influence and presence than they were used to.  Furious, they turned to Bodkartu as defender and avenger.
Nature of the Cult
The refuge for all those who simply feel hatred for the steppe and all others on it.
Depiction
Bodkartu, in her usual form.
Particular Likes and Dislikes
Detests Halisayan (called ‘Weak-Sister’) and anything connected with Sheng Seleris.
Cult Organization and Holy Places
The local cult is independent and self-sufficient. 
Holy Days
At the whim of the most powerful local shaman.

The Path of Hell Tradition
To join the Tradition, you must first have a Disorder Rune.
For game purposes, any hero with a Disorder Rune can join the Tradition at the same rating as their Disorder Rune. Simply add Path of Hell Tradition (Disorder) keyword after the Disorder Rune.
When joining the Tradition, you receive a number of charms, as described in the HeroQuest core rules (page 112).

Strong Sisters – Path of Hell Shamans
After decades of experience, a worshipper with a Tradition rating of 11W or higher can become a Strong Sister, a shaman of the Bodkartu.
The Seeker’s Test requires that the candidate offer themselves as a sacrifice toBodkartu.  If they are not consumed, they discover their Strong Spirit.

The Fetch
The Strong Spirit manifests as a larger and more muscular version of the shaman.   The Strong Spirit performs all the functions of a fetch (cf. HeroQuest pg. 114)
File:Ryoan Taowu.jpg
Steppe-Demon servant
of Bodkartu

 Spirits of Reprisal
The cultists undertake all reprisals in very brutal and gory fashion.

Tradition Spirits
                                                                Kralorelan Names
Wrath                                                      Bodkartu








The Path of the Storm Tradition  [Storm]

Mythos and History
While the spirits gathered into this Path had long been followed by the some of the Steppe peoples, most of their natures had been misunderstood, and they had been viewed as hostile or distorted spirits that were independent of any Tradition.  It was only after the Nights Of Horror, as the People sought for spirits with whom to take refuge, that they were perceived as being worthy of a Path of their own.  They were eagerly embraced as another means of survival.
Nature of the Cult
A refuge for those who have not found the Path of Fire an adequate answer to the Lunar challenge, and who loathe the prospect of turning to Bodkartu .
Depiction
Four dragons, each accompanied by the rune appropriate to their cardinal direction.
Particular Likes and Dislikes
Hates anything Lunar.
Cult Organization and Holy Places
There is a distinct lack of organisation within the cult, with local and wandering Wind Dragons leading rites when called upon, or at their whim.  Followers may choose to attach themselves to a Wind, or to stay within their community. 
Holy places at the whim of the most powerful local Dragon Wind.
Holy Days
At the whim of the most powerful local Dragon Wind.

The Path of the Storm Tradition
To join the Tradition, you must first have a Storm Rune.
For game purposes, any hero with a Storm Rune can join the Tradition at the same rating as their Storm Rune. Simply add Path of the Storm Tradition (Storm) keyword after the Storm Rune.
When joining the Tradition, you receive a number of charms, as described in the HeroQuest core rules (page 112). Charms of the Tradition are chosen from amongst the spirits of the Spirit Societies present in the clan.

Dragon Winds – Path of the Storm Shamans
After decades of experience, a worshipper with a Tradition rating of 11W or higher can become a Dragon Wind , a shaman of the Storm.
The Seeker’s Test requires exposure to the storm that was their primary Spirit Society.  If the Wind-to-be succeeds, then they discovers their Tempest.

The Fetch
The Tempest manifests as a seething cloud above the Wind’s head.   The Tempest performs all the functions of a fetch (cf. HeroQuest pg. 114)

 Spirits of Reprisal
The apostate will attract the interest of every Storm spirit near them.  Life will be a miserable struggle, simply to keep on one’s feet.
Chuột rước đèn.JPG
Satirical painting of the
East Sting Dragon Wind disrupting
an Ignorant festival

Tradition Spirits
                                                                Kralorelan Names
Leader                                                  West King Wind Dragon
Warrior                                                 North War Wind Dragon
Whispering Wind                                 South Rage Wind Dragon
Body Marker                                        East Sting Wind Dragon




Kralorelan Names

They use their ancestral names from ancient Puchai, along with the class consciousness.  Leaders have two names, chieftains and ‘mandarins’ have three.  These are combined with a nickname.
Places and peoples have two to four names, frequently joined into one, or hyphenated to two.

Males
Chang, Hin, Hong, Ju, Laon, Lai, Shian, Ye-Luin, Fuang, De’a, Tau, Bue, Hio’an

Females
Yan, Wing, Po, Mu, Lao, Kai, Hsuan, He, He’ang, Fio’an, Be’a, Tan





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